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Freddy

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Jeric Bastillo
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0% found this document useful (0 votes)
8 views5 pages

Freddy

Uploaded by

Jeric Bastillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cleric 1 / Barbarian 1 / Bard 1 / Monk 1 / Paladin 1 / Sorcerer

JericBastillo
1
CLASS & LEVEL PLAYER NAME
Freddy
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
+0 Constitution +2 16 35 --
+1 -1 Intelligence
CLASS
• +5 Wisdom INITIATIVE HIT POINTS
13
• +6 Charisma
1d8 + 1d12 + 1d8 + 1d8 + 1d10 + 1d6

Total SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+2 DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+0 P
+2

+2
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


11 +1 Athletics STR Wargong
ABILITY SAVE DC
+3 Deception CHA
=== LANGUAGES ===
-1 History INT Abyssal, Celestial, Common, Elvish
INTELLIGENCE
+2 Insight WIS
30 ft. (Walking)
-1 +3 Intimidation CHA
-1 Investigation INT
9 P +5 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


P +6 Performance CHA === ACTIONS === You have a pool of healing power that can restore
+2 +3 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
5 HP per long rest. As an action, you can touch a
creature to restore any number of HP remaining in the
Help, Hide, Ready, Search, Use an Object, pool, or 5 HP to either cure a disease or neutralize a
P +2 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise, poison affecting the creature.
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== BONUS ACTIONS ===
+2 Stealth DEX Divine Sense • 4 / Long Rest Bardic Inspiration • 3 / Long Rest
CHARISMA As an action, you can detect good and evil. Until As a bonus action, a creature (other than yourself)
P +5 Survival WIS
the end of your next turn, you can sense anything within 60 ft. that can hear you gains an inspiration die
(1d6). For 10 minutes, the creature can add it to one
+3 affected by the hallow spell or know the location of any
celestial, fiend, undead within 60 ft. that is not behind
total cover. You can use this feature 4 times per long
ability check, attack roll, or saving throw. This can be
added after seeing the roll, but before knowing the
rest. outcome.
16
Lay on Hands Pool • 5 / Long Rest Rage • 2 / Long Rest
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Fire Bolt +6 2d10 Fire V/S

Unarmed Strike +4 2 Bludgeoning


12 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +4 2 Bludgeoning


9 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Cleric 1 / Barbarian 1 / Bard 1 / Monk 1 / Paladin 1 / Sorcerer
JericBastillo
1
CLASS & LEVEL PLAYER NAME
Freddy
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== CLERIC FEATURES === * Hit Points • PHB 77


You gain advantage on STR checks and saving throws
* Hit Points • PHB 57 (not attacks), +2 melee damage with STR weapons, * Proficiencies • PHB 77
resistance to bludgeoning, piercing, slashing damage.
* Proficiencies • PHB 57 You can't cast or concentrate on spells while raging. * Unarmored Defense • PHB 78
While not wearing armor and not using a shield, your
* Spellcasting • PHB 58 Your rage ends early if you are knocked unconscious AC equals 10 + DEX modifier + WIS modifier.
You can cast prepared cleric spells using WIS as your or if your turn ends and you haven’t attacked a hostile
spellcasting modifier (Spell DC 13, Spell Attack +5) creature since your last turn or taken damage since * Martial Arts • PHB 78
and prepared cleric spells as rituals if they have the then. You can also end your rage as a bonus action. While you are unarmed or wielding only monk
ritual tag. You can use a holy symbol as a spellcasting weapons and you aren’t wearing armor or wielding a
focus. | 2 / Long Rest • 1 Bonus Action shield, you can use DEX instead of STR for the attack
and damage rolls, you can roll your Martial Arts
* Divine Domain • PHB 58 * Unarmored Defense • PHB 48 damage die in place of the normal damage, and when
You choose a divine domain that grants you additional While not wearing armor, your AC equals 10 + DEX you use the Attack action on your turn, you can make
spells and other features related to your deity. modifier + CON modifier + any shield bonus. one unarmed strike as a bonus action.

| Light Domain === BARD FEATURES === | Unarmed Strike: 1 Bonus Action

* Bonus Cantrip • PHB 61 * Hit Points • PHB 52 === PALADIN FEATURES ===
You gain the light cantrip if you don’t already know it.
This cantrip doesn’t count against the number of cleric * Proficiencies • PHB 52 * Hit Points • PHB 84
cantrips you know.
* Spellcasting • PHB 52 * Proficiencies • PHB 84
* Warding Flare • PHB 61 You can cast known bard spells using CHA as your
When you are attacked by a creature (that can be spellcasting modifier (Spell DC 14, Spell Attack +6) * Divine Sense • PHB 84
blinded) within 30 ft. that you can see, you can use and known bard spells as rituals if they have the ritual As an action, you can detect good and evil. Until the
your reaction to impose disadvantage on the attack tag. You can use a musical instrument as a end of your next turn, you can sense anything affected
roll. You can use this feature 2 times per long rest. spellcasting focus. by the hallow spell or know the location of any
celestial, fiend, undead within 60 ft. that is not behind
| 2 / Long Rest • 1 Reaction * Bardic Inspiration • PHB 53 total cover. You can use this feature 4 times per long
As a bonus action, a creature (other than you) within rest.
=== BARBARIAN FEATURES === 60 ft. that can hear you gains an inspiration die (1d6).
For 10 minutes, the creature can add it to one ability | 4 / Long Rest • 1 Action
* Hit Points • PHB 47 check, attack roll, or saving throw. This can be added
after seeing the roll, but before knowing the outcome. * Lay on Hands • PHB 84
* Proficiencies • PHB 47 You have a pool of healing power that can restore 5
| 3 / Long Rest • 1 Bonus Action HP per long rest. As an action, you can touch a
* Rage • PHB 48 creature to restore any number of HP remaining in the
As a bonus action enter a rage for up to 1 minute (10 === MONK FEATURES === pool, or 5 HP to either cure a disease or neutralize a
rounds). poison affecting the creature.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Animated Shield 1 6 lb.

Amulet 1 1 lb.

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

7 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb. Animated Shield 1 6 lb.

PUSH/DRAG/LIFT

390 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Cleric 1 / Barbarian 1 / Bard 1 / Monk 1 / Paladin 1 / Sorcerer
JericBastillo
1
CLASS & LEVEL PLAYER NAME
Freddy
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| Lay on Hands Pool: 5 / Long Rest • 1 Action


=== FEATS ===
=== SORCERER FEATURES ===
* Shield Master • PHB 170
* Hit Points • PHB 100 If you take the Attack action on your turn, you can use
a bonus action to try to shove a creature within 5 ft. of
* Proficiencies • PHB 100 you with your shield. If you aren't incapacitated, you
can add your shield's AC bonus to any DEX saving
* Spellcasting • PHB 101 throw you make against effects that target only you,
You can cast known sorcerer spells using CHA as your and if an effect allows half damage on success, you
spellcasting modifier (Spell DC 14, Spell Attack +6). can use your reaction to take no damage.
You can use an arcane focus as a spellcasting focus.
| Shield Master Shove: 1 Bonus Action
* Sorcerous Origin • PHB 101
| Shield Master Evasion: 1 Reaction
| Wild Magic

* Wild Magic Surge • PHB 103


Once per turn, the DM can have you roll a d20
immediately after you cast a sorcerer spell of 1st level
or higher. If you roll a 1, roll on the Wild Magic Surge
table to create a magical effect.

* Tides of Chaos • PHB 103


Once per long rest, you can gain advantage on one
attack roll, ability check, or saving throw. Before you
regain use of this feature, the DM can have you roll on
the Wild Magic Surge table after you cast a 1st level or
higher spell. You then regain the use of this feature.

| 1 / Long Rest • Special

=== HUMAN RACIAL TRAITS ===

* Ability Score Increase • BR 31

* Languages • BR 31
You can speak, read, and write Common and one
extra language.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium 5'6"
GENDER AGE SIZE HEIGHT WEIGHT
Freddy Neutral Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

The others won't let me use my real name, but you can call me freddy.

Freddy has multiple personalities that takes over his body.

I get bitter if I’m not the center of attention.

I’ll settle for nothing less than perfection.


I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional
grunt.
I change my mood or my mind as quickly as I change key in a song.

PERSONALITY TRAITS

Creativity. The world is in need of new ideas and bold action. (Chaotic)
Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
Honesty. Art should reflect the soul; it should come from within and reveal
who we really are. (Any)

IDEALS

My instrument is my most treasured possession, and it


reminds me of someone I love.
I’m still seeking the enlightenment I pursued in my
seclusion, and it still eludes me.

BONDS

Despite my best efforts, I am unreliable to my friends.


I like keeping secrets and won’t share them with
anyone.
Despite my best efforts, I am unreliable to my friends.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS / CHA / CHA 13 / 14 / 14 +5 / +6 / +6
Cleric / Bard / Sorcerer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Toll the Dead Cleric WIS 13 1A 60 ft. V,S Instantaneous XGtE 169 V/S

O Spare the Dying Cleric -- 1A Touch V,S Instantaneous PHB 277 V/S

O Guidance <C> Cleric -- 1A Touch V,S Concentration, up to 1 minute PHB 248 D: 1m, V/S

O Message Bard -- 1A 120 ft. V,S,M 1 round PHB 259 D: 1Rnd, V/S/M

O Prestidigitation Bard -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

O Fire Bolt Sorcerer +6 1A 120 ft. V,S Instantaneous PHB 242 V/S

O Mage Hand Sorcerer -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Blade Ward Sorcerer -- 1A Self V,S 1 round PHB 218 D: 1Rnd, V/S

O Light Bonus Cantrip DEX 13 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

=== 1st LEVEL === 4 Slots OOOO

O Ceremony [R] Cleric -- 1h Touch V,S,M Instantaneous XGtE 151 V/S/M

O Bane <C> Cleric CHA 13 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 216 D: 1m, V/S/M

O Bless <C> Cleric -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M

P Burning Hands Cleric (Always Prepared) DEX 13 1A Self/15 ft. Cone V,S Instantaneous PHB 220 15 ft. Cone, V/S

P Faerie Fire <C> Cleric (Always Prepared) DEX 13 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O Command Cleric WIS 13 1A 60 ft. V 1 round PHB 223 D: 1Rnd, V

O Create or Destroy Water Cleric -- 1A 30 ft./30 ft. Cube V,S,M Instantaneous PHB 229 30 ft. Cube, V/S/M

O Cure Wounds Cleric -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Evil and Good <C> Cleric -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic [R]<C> Cleric -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease [R]<C> Cleric -- 1A + 10m Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Guiding Bolt Cleric +5 1A 120 ft. V,S 1 round PHB 248 D: 1Rnd, V/S

O Healing Word Cleric -- 1BA 60 ft. V Instantaneous PHB 250 V

O Inflict Wounds Cleric +5 1A Touch V,S Instantaneous PHB 253 V/S

O Protection from Evil and Good <C> Cleric -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

O Purify Food and Drink [R] Cleric -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Sanctuary Cleric WIS 13 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Shield of Faith <C> Cleric -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M

O Cure Wounds Bard -- 1A Touch V,S Instantaneous PHB 230 V/S

O Healing Word Bard -- 1BA 60 ft. V Instantaneous PHB 250 V

O Identify [R] Bard -- 1m Touch V,S,M Instantaneous PHB 252 V/S/M

O Heroism <C> Bard -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Chaos Bolt Sorcerer +6 1A 120 ft. V,S Instantaneous XGtE 151 V/S

O Shield Sorcerer -- 1R Self V,S 1 round PHB 275 D: 1Rnd, V/S

SPELLS

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